/Engine/Plugins/Importers/USDImporter/Source/USDExporter/Public/LevelExporterUSDOptions.h
[USTRUCT](Programming/UnrealArchitecture/Reference/Structs)([BlueprintType](Programming/UnrealArchitecture/Reference/Structs/Specifiers/BlueprintType)) struct FLevelExporterUSDOptionsInner
FDirectoryPath
AssetFolder
Where to place all the generated asset files
FUsdMeshAssetOp...
AssetOptions
Options to use for all exported assets when appropriate (e.g. static and skeletal meshes, materials, etc.)
bool
bExportActorFolders
Whether to use UE actor folders as empty prims
bool
bExportFoliageOnActorsLayer
Bydefault foliage instances will be exported to the same layer as the component they were placed on in the editor.
bool
bExportSublayers
If true, will export sub-levels as separate layers (referenced as sublayers).
bool
bIgnoreSequencerAnimations
If true, and if we have a level sequence animating the level during export, it will revert any actor or component to its unanimated state before writing to USD
bool
bSelectionOnly
Whether to export only the selected actors, and assets used by them
int32
HighestLandscapeLOD
Highest of the LOD indices to export landscapes with.
FIntPoint
LandscapeBakeResolution
Resolution to use when baking landscape materials into textures
TSet<FString>
LevelsToIgnore
Names of levels that should be ignored when collecting actors to export (e.g. "Persistent Level", "Level1", "MySubLevel", etc.)
int32
LowestLandscapeLOD
Lowest of the LOD indices to export landscapes with (use 0 for full resolution)